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  3. Vaya

Posts by Vaya

  • A Game of Thrones

    • Vaya
    • June 17, 2015 at 2:30 PM
    Quote

    click eye icon then type in the black

  • [WIP] de_spice (playtest tonight at 9pm CET)

    • Vaya
    • June 17, 2015 at 1:32 PM
    Quote

    he thought that everything has to be run-down and, well, shitty and third-world-country-like just because it's in the Middle East seems a bit... wrong?

    you literally have burnt out jeeps feet away from the office. you need to be setting a consistent tone..

    I'll post about texturing later and try and explain better, no time just now.

  • [WIP] de_spice (playtest tonight at 9pm CET)

    • Vaya
    • June 17, 2015 at 10:59 AM

    okay after a run about last night:

    - optimisation is terrible. Was getting 60-90 frames in some locations. Doesn't look like you've func_detailed all stairs etc. Vis seems to start a good 32-64 units under the map too which is a little concerning. Are your areas properly sealed in regards to area_portals and hints?

    - Theme wise- not sure where the map is meant to be set...not sure if you do either. I suggest you look at areas in the north of africa - Algeria/Mauritania/libya etc and use references of these places to build a stronger identity for your map. the map is such clashes on texture sets - Middle east/Mirage-style africa/European internals/industral/wartorn areas which actually hampers believability and path finding. I would suggest simplifying and making the map make sense thematically. There are some areas where it feels you're in a totally different map.

  • CSGO Map Compiling/Beginner Questions

    • Vaya
    • June 16, 2015 at 4:40 PM
    Quote

    For No Draw, should it be applied to all sides except the top one with something like a floor? For example if I have a 200 wide x 400 long x 8 tall path with walls - should no draw be applied to all faces but the surface the player walks on, or just the main underside?

    All sides that can't be seen by the player.

  • [WIP] de_spice (playtest tonight at 9pm CET)

    • Vaya
    • June 16, 2015 at 10:41 AM

    To me it seems a little 'off' theme wise- too many different texture sets- this is just from the pictures though. I'll have a run around a give you better feedback later :)

    From the video I would also suggest more ground level detail - displacements etc to break up some of the larger flat areas..

  • Fallout 4

    • Vaya
    • June 16, 2015 at 10:31 AM

    Will be interesting to see if you can slowly 'clean up' the environment by picking up scrap or if it respawns.


    looking great though- need to speed up my FO1/2/3/NV playthrough ;)

  • Fallout 4

    • Vaya
    • June 15, 2015 at 11:42 AM

    yeah I hope the low int stuff is done well. Will wreck it if the guy speaks in perfect English.

  • Dishonored II

    • Vaya
    • June 15, 2015 at 11:02 AM

    tight.

    not so tight: bugs crawling out of corpse guts.

  • [WIP] cs_mass

    • Vaya
    • June 13, 2015 at 3:25 PM
    Quote from Squad

    What's the religious reference to mass? It has always seemed like a weird name for this map to me, considering the theme, so just wondering

    https://en.wikipedia.org/wiki/Mass_(Catholic_Church)


    :)

  • MapCore CS:GO Playtesting 4.0

    • Vaya
    • June 13, 2015 at 10:22 AM
    Quote from LapnLook

    I had a typo, the file is called de_alps instead of de:alps

    Also, if I simply add a suffix to the end of the filename is that going to work, or do I need to recompile? And why is this required?

    recompile to be on the safe side. it's not the best start to a playtest if the map is corrupt.

  • Can anybody help me about making mini map ?

    • Vaya
    • June 12, 2015 at 11:46 AM

    that res scale is different so it won't work. get a friend with 1280 x 1024 to do it for you.

  • Sir Christopher Lee dies aged 93

    • Vaya
    • June 11, 2015 at 2:32 PM

    Crazy life. Rest in peace

  • func_detail broken ingame CS:GO Hammer

    • Vaya
    • June 11, 2015 at 2:03 PM

    have you deleted and created the brush again?

    Issues like this are normally invalid brushwork (invalid floating point numbers etc) that gets deleted on compile -should be in the compile log- looks pretty solid and simple though...

  • func_detail broken ingame CS:GO Hammer

    • Vaya
    • June 11, 2015 at 1:48 PM

    How are these brushes arranged? is the wood func_detail too?


    I take it the brush is a square shape and doesn't match the missing area?

  • cs_shichang

    • Vaya
    • June 11, 2015 at 10:19 AM

    Go for a orange/deep blue ambiance with flood lit streets

    [Blocked Image: https://farm5.staticflickr.com/4116/4808438843_9a31f5e3a2_b.jpg]

  • WIP in WIP, post your level screenshots!

    • Vaya
    • June 11, 2015 at 9:59 AM

    I think another carpet trim (or using the main carpet as a trim and making a new main floor) will help it.

    I haven't even started to think about the wall detail too which will obviously do a lot to change the look.


    Thanks for your help guys :)

  • WIP in WIP, post your level screenshots!

    • Vaya
    • June 10, 2015 at 9:27 PM

    But I maked it :(

    I guess I could use as a trim instead?

  • how to protect from decompiling

    • Vaya
    • June 10, 2015 at 8:13 PM

    or make a map SO BAD no one wants to decompile it. That's my method.

  • WIP in WIP, post your level screenshots!

    • Vaya
    • June 10, 2015 at 7:33 PM

    [Blocked Image: http://i.imgur.com/D019xj1.jpg]

    okay progress. Wish I could take time off work to blast this shit out.

  • [WIP] DE_SWATCITY (Radar update + lighting pass)

    • Vaya
    • June 9, 2015 at 3:24 PM

    remind me in the playtest to buy a negev

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